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source: code/branches/skybox/Media/materials/programs/DepthShadowmapNormalMapReceiverFp.glsl @ 1920

Last change on this file since 1920 was 390, checked in by landauf, 17 years ago

added materials

File size: 2.3 KB
Line 
1uniform float inverseShadowmapSize;
2uniform float fixedDepthBias;
3uniform float gradientClamp;
4uniform float gradientScaleBias;
5uniform float shadowFuzzyWidth;
6uniform vec4 lightColour;
7
8uniform sampler2D shadowMap;
9uniform sampler2D normalMap;
10
11varying vec3 tangentLightDir;
12
13
14// Expand a range-compressed vector
15vec3 expand(vec3 v)
16{
17        return (v - 0.5) * 2.0;
18}
19
20void main()
21{
22
23        // get the new normal and diffuse values
24        vec3 normal = normalize(expand(texture2D(normalMap, gl_TexCoord[1].xy).xyz));
25       
26        vec4 vertexColour = clamp(dot(normal, tangentLightDir),0.0,1.0) * lightColour;
27
28
29        vec4 shadowUV = gl_TexCoord[0];
30        // point on shadowmap
31#if LINEAR_RANGE
32        shadowUV.xy = shadowUV.xy / shadowUV.w;
33#else
34        shadowUV = shadowUV / shadowUV.w;
35#endif
36        float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
37   
38    // gradient calculation
39        float pixeloffset = inverseShadowmapSize;
40    vec4 depths = vec4(
41        texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
42        texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
43        texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
44        texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
45
46        vec2 differences = abs( depths.yw - depths.xz );
47        float gradient = min(gradientClamp, max(differences.x, differences.y));
48        float gradientFactor = gradient * gradientScaleBias;
49
50        // visibility function
51        float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
52        float finalCenterDepth = centerdepth + depthAdjust;
53
54        // shadowUV.z contains lightspace position of current object
55
56#if FUZZY_TEST
57        // fuzzy test - introduces some ghosting in result and doesn't appear to be needed?
58        //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth));
59        float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w);
60
61        gl_FragColor = vertexColour * visibility;
62#else
63        // hard test
64#if PCF
65        // use depths from prev, calculate diff
66        depths += depthAdjust;
67        float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0;
68        final += (depths.x > shadowUV.z) ? 1.0 : 0.0;
69        final += (depths.y > shadowUV.z) ? 1.0 : 0.0;
70        final += (depths.z > shadowUV.z) ? 1.0 : 0.0;
71        final += (depths.w > shadowUV.z) ? 1.0 : 0.0;
72       
73        final *= 0.2;
74
75        gl_FragColor = vec4(vertexColour.xyz * final, 1);
76       
77#else
78        gl_FragColor = (finalCenterDepth > shadowUV.z) ? vertexColour : vec4(0,0,0,1);
79#endif
80
81#endif
82   
83}
84
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